strip some code from the actionbar module and move it to a generic ButtonBar module to be used for the stance and pet bar
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--[[ $Id: ActionBars.lua 60964 2008-02-11 18:12:12Z nevcairiel $ ]]
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--[[ Generic Template for a Bar which contains Buttons ]]
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local Bar = Bartender4.Bar.prototype
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local ButtonBar = setmetatable({}, {__index = Bar})
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local ButtonBar_MT = {__index = ButtonBar}
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local defaults = Bartender4:Merge({
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['**'] = {
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padding = 2,
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rows = 1,
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}
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}, Bartender4.Bar.defaults)
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Bartender4.ButtonBar = {}
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Bartender4.ButtonBar.prototype = ButtonBar
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Bartender4.ButtonBar.defaults = defaults
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function Bartender4.ButtonBar:Create(id, template, config)
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local bar = setmetatable(Bartender4.Bar:Create(id, template, config), ButtonBar_MT)
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return bar
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end
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--[[===================================================================================
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Bar Options
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===================================================================================]]--
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-- option utilty functions
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local optGetter, optSetter
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do
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local getBar, optionMap, callFunc
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local barregistry = Bartender4.Bar.barregistry
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-- maps option keys to function names
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optionMap = {
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rows = "Rows",
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padding = "Padding",
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}
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-- retrieves a valid bar object from the barregistry table
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function getBar(id)
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local bar = barregistry[tostring(id)]
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assert(bar, "Invalid bar id in options table.")
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return bar
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end
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-- calls a function on the bar
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function callFunc(bar, type, option, ...)
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local func = type .. (optionMap[option] or option)
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assert(bar[func], "Invalid get/set function.")
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return bar[func](bar, ...)
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end
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-- universal function to get a option
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function optGetter(info)
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local bar = getBar(info[2])
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local option = info[#info]
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return callFunc(bar, "Get", option)
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end
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-- universal function to set a option
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function optSetter(info, ...)
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local bar = getBar(info[2])
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local option = info[#info]
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return callFunc(bar, "Set", option, ...)
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end
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end
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local options
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function ButtonBar:GetOptionObject()
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local obj = Bar.GetOptionObject()
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local otbl_general = {
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padding = {
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order = 40,
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type = "range",
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name = "Padding",
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desc = "Configure the padding of the buttons.",
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min = -10, max = 20, step = 1,
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set = optSetter,
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get = optGetter,
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},
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rows = {
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order = 70,
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name = "Rows",
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desc = "Number of rows.",
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type = "range",
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min = 1, max = 12, step = 1,
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set = optSetter,
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get = optGetter,
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},
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}
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obj:AddElementGroup("general", otbl_general)
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return obj
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end
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function ButtonBar:ApplyConfig(config)
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Bar.ApplyConfig(self, config)
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-- any module inherting this template should call UpdateButtonLayout after setting up its buttons, we cannot call it here
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--self:UpdateButtonLayout()
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end
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-- get the current padding
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function ButtonBar:GetPadding()
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return self.config.padding
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end
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-- set the padding and refresh layout
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function ButtonBar:SetPadding(pad)
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if pad ~= nil then
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self.config.padding = pad
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end
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self:UpdateButtonLayout()
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end
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-- get the current number of rows
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function ButtonBar:GetRows()
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return self.config.rows
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end
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-- set the number of rows and refresh layout
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function ButtonBar:SetRows(rows)
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if rows ~= nil then
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self.config.rows = rows
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end
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self:UpdateButtonLayout()
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end
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local math_floor = math.floor
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-- align the buttons and correct the size of the bar overlay frame
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function ButtonBar:UpdateButtonLayout()
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local buttons = self.buttons
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local numbuttons = #buttons
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local pad = self:GetPadding()
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local Rows = self:GetRows()
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local ButtonPerRow = math_floor(numbuttons / Rows + 0.5) -- just a precaution
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Rows = math_floor(numbuttons / ButtonPerRow + 0.5)
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self:SetSize((36 + pad) * ButtonPerRow - pad + 8, (36 + pad) * Rows - pad + 8)
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-- anchor button 1 to the topleft corner of the bar
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buttons[1]:ClearSetPoint("TOPLEFT", self, "TOPLEFT", 6, -3)
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-- and anchor all other buttons relative to our button 1
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for i = 2, numbuttons do
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-- jump into a new row
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if ((i-1) % ButtonPerRow) == 0 then
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-ButtonPerRow], "BOTTOMLEFT", 0, -pad)
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-- align to the previous button
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else
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buttons[i]:ClearSetPoint("TOPLEFT", buttons[i-1], "TOPRIGHT", pad, 0)
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end
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end
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end
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